How would you improve KI's gameplay going forward?

Fix the AI and make all the characters balanced.

Command Training for EVERY CHARACTER!!!

Just a great post all around, man! This is the type of constructive opinions I was hoping to see in this thread. Much appreciated.

Love the conversation on footsies here as well.

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I’m mostly satisfied with how the game plays right now but I’m still not a huge fan of flip out. I also don’t personally like long juggle combos. I’m also not sure if these things should be removed from the game either.

I mainly just want them to fix all the darn bugs already.

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I just dont like how some charcaters ULTRAS are so slow compared to season 1’s ULTRAS,its like a different game all together,now the moves,animation are cool but the speed is reduced by 50% and on some toons the souns effects with the music arent in sync i understand that you left the game ,its ■■■■■■ me off a time or too,i think since they cross platformed PC’s and the xbox one ,i think there alot more cheating on the PC end people.
for instance i am one of the quickest combo breakers but im no where tournament ready,anyways sometimes it feels like theres a macro that they have set to were it auto calibrates to what combo breaker you execute like a quick light breaker/auto lock and they are performing heavy moves you do a heavy breaker and it says your locked out on a light ,yeah ,its BC .

There’s 2 things I’d want for RAAM.

  • Once Kryll Rush has been input, you must push any kick button to enter Active frames, similar to how Tusk’s Shadow Immortal Spirit works. This means that his Kryll wouldn’t disperse until you told it to enter active frames, or until it hits maximum startup duration to enter recovery without adding active frames. This would allow you to cancel into Kryll Shield more effectively when closer to your opponent. As it stands now, if you try to Kryll Shield Cancel while too close to an opponent, you won’t be able to due to you entering active frames. This change would hopefully allow you to cancel recovery frames into Kryll Shield as well, to be consistent with Decimate.

  • I would also like to be able to cancel Heavy Emergence into Kryll Shield. I think that this isn’t too much to ask for since Kryll Shield doesn’t cause much damage, and has 31 frames of startup. It allows for some crazy defensive play while attempting to pressure your opponent who just blocked your Emergence. Since they’d usually be sticking out a Medium button, as RAAM, you’d have to FADC to activate I-frames and it either resets to neutral or allows you to cr.MK xx Light Decimate or st.HP xx Medium Decimate to open a combo depending on the button they pressed, and if they attempt to push another button after.

If either one of these things gets added, I’d be a very happy RAAM player. The first one of these causes so much frustration, and the second one seems like it would be a cool tech option for a lot of match-ups that could create tension for viewers and players.

Very interested to hear others’ opinions on this.

Everyone gets a flipout, people that already have flip outs get air grabs that you can cash out for damage.

Bounces build no kv.

Re captures don’t cost anything and can cash out while keeping combo going.

Gargos can soul fist and minions can doom missiles.

Unblockable on wake up combos for aria

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@MaruMDQ
while I personally dislike the idea of ni juggling it kinda…kills characters like Sadira and Cinder who’s gameplay revovles around it. You guys know you can break it right?

What would I do to improve the gameplay? There’s honestly not alot I think I can do right off the bat, but..if I could, I’d probably make manuals a little bit more rewarding.

To be honest there isn’t alot I think we can do this game so far, I personally feel some of the suggestions either:

A-Limit the amount of creativity with your combos by limiting the amount of hits you can land or getting rid of juggles (even though you guys can EASILY break juggles they’re just manuals stringed together, ask for advice on that if you’re having trouble. As for flip-outs you guys know that upon flipping out, you can actually poke people out of it right? I’ll give you an example: I play as Riptor and with her flip-out if I don’t mix things up the opponent can still block and attack me if my next attack doesn’t catch them off guard)

or

B-Limit the possibly varying play-stuyes with characters because of one mechanic. (going back on the juggles, Sadira and Cinder do this as their main form of combat, you take out juggles, those characters become useless or end up just playing like some other character it can kill diversity)

I think I’d focus more on IMPROVING the tutorial mode so players can look at it and get an idea on how to over-come weaknesses. For example; tutorial mode can show you how to break juggles and better use of counter-breakers, etc or how to deal with flip-outs.

I’d also have the tutorial show players who have problems with combo-breakers and teach them how to use counter-breakers more effectively.

Overall I think the focus would be more in helping players improve their own problems. Not saying KI is flawless though it has it’s issues to, but I feel people who hate flip-outs, combo-breakers, juggles, they just don’t know how to deal with it and need help from players who do know how it works.

Or also make it to where it’s not slow and boring like SFV’s gameplay.

Yes you can, if someone uses it as a manual or anything that’s not an opener you can break it.)

Serious guys, ANYTHING that isn’t an opener or an ender You can BREAK IT. You can break juggles, you can break staggers that work as manuals etc.

I should say that Opener----> Ender combos can also be broken if the payer adds no linkers/autos/manuals inbetween, even then they can still be broken.

As far as gameplay goes, if we’re talking about addtional features I’d add a custom color option for characters.

Overall I think we should all start improving the community, instead of trying to change KI, we need to change how we help eachother. I don’t see anybody here aksing for advice anymore on how to deal with things.

For example some folks have problems with juggles, cinder’s gameplay takes wonderful advantage of it. But you can break him at any point after the first it with his juggles you just have to ask the question and it can be answered.

TL;DR: Juggles/Flip-Outs/Staggers need to stay they can variety to the combos we use. People need to know how to deal with them. Combo Breakers and curbing them are totally a mental component of the game, you have to be aware enough to deal with it, that takes some learning to do.

I also feel if we help eachother better we can actually deal with these issues people have with flip-outs/juggles/staggers/ etc, so before we try to anex those mechanics we need to help people overcome these hurdles first.

Feature wise, I’d add a custom color option for your fighters.

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Thing is, at some point we’re really just rejecting the entire overarching premise of KI’s combat design.

At that closer range, characters aren’t exchanging pokes like in SFV – they’re starting their (generally powerful) pressure games. Moves which check advances from further out than a character-length away should generally be good (and probably lead to damage) because whenever your check is wrong you’re likely on the receiving end of either a combo or a potent pressure game that’s likely to open you up. Accordingly we have this very potent special-driven midscreen neutral to balance out dirty mixup/frametrap-driven pressure games up close, and then we have the breakable combo game which serves as a foil to these high-variance pressure and neutral games by introducing more decision points.

The whole thing elegantly coheres into a very different paradigm to the exchanging-pokes-at-a-character-length-away neutral and guaranteed combo damage of a Street Fighter, so much so that watching people tear apart specific pieces of it on Street Fighter grounds (“I worked hard for that opening, where’s my guaranteed damage?” or “You didn’t earn that opening, you just threw out a scrubby yolo windkick”), is akin to pulling teeth.

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There isn’t any form of Stun in KI so think of staggers like a stun.

The combo system differences in KI an SFV are blatantly obvious.

Footsies in SFV are more based on single hit good reads. The combo system in SFV doesn’t help you progress further with any hit, YOU have to make the right button press for the next hit to link.

KI’s combo system is much more forgiving, you don’t have to worry about linking as much because of autos and how the KI system works.

I think the footsies don’t feel like footsies in KI because of most normals having the ability to link into a full combo off one hit. Whereas SFV has more instances in which you can stop moves with a correct read but doesn’t lead to full combo all the time. SFV feels more like chess, KI feels like checkers. Despite KI not having every character utilize all mechanics universally.

Speaking of, I wish KI utilized all mechanics universally (Flipout, stagger, recap) The characters are unique, but I think that universally adding these mechanics (atop of the breakers) would make things a bit more interesting. BUT then again not all characters need those tools.

I keep thinking on what I want out of this game, an playing neutral is great, an as much as I dislike playing SFV I prefer the neutral in that game compared to KI. Neutral is in KI, but i think for those that don’t really dive into the game or understand it the combo system is a very big crutch.

Sfv may be chess, but i think ki would be poker.

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Odd that you say that, I’ve always called KI high-speed chess.

imo, I’ve always considered it to be 3D high speed chess.

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i think all fighters can be considered high speed chess though…

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  • Have each Character have two versions of playing: Shadow(Aggressive) and Light(Passive); similar to MKX variations. This includes a new Instinct, different properties for meter burning moves/counters, and a different Ultra.

  • Bring in a Light Lord boss(es)

  • Evolve the Combo Breaker system into a new way to enhance your Combo Breakers. I know this mechanic sounds risky, but let’s say you’re being hit in a combo and you see the HP+HK auto-double. Now you could just go for a regular combo break to reset both of you back to neutral, but instead you choose to “parry/absorb” the HP+HK auto-double. The opponent would then continue their combo in hopes that you can’t predict the 2nd attack strength. If you do predict it, you can cash-out for an Enhanced Combo Breaker with the reward of damage, special meter, or maybe a hard knockdown. Or you can try to predict a 3rd attack strength for even greater rewards on cash-out. The penalty for missing an enhanced Combo Break would be a longer lock-out and possibly a KV deduction to benefit the opponent.

The “absorb” animation would have like a kung-fu movie look, where each blocked hit would look like a parry/deflect. Big risk, lots of guessing involved, but it’ll look really cool :smile:

The game is awesome as is.

I’m assuming you intended this in the normal, disparaging way that people equate chess with a complex, deep game and checkers with a shallow kid’s game. In which case it’s absurd and doesn’t merit a response.

But it might be instructive or interesting people to analyze this statement in the context of SFV and KI, so I’ll bite.

Chess is considered a deep game because there are many different pieces which move in different ways, but more importantly than that there are thousands of possible moves at any turn and millions of potential game outcomes. Checkers pieces only move in a couple of ways and there’s a much more finite number of possible game outcomes (although still plenty to keep kids and old people entertained at the Cracker Barrel…).

Forgetting the emotional baggage, let’s break down the two games. Since both have a sixbutton layout and similar numbers of command normals and special moves for each character, in neutral both games present a similar number of available options to either player at a single moment in time.

If you look at both games in combo, however, KI clearly has many more possible combos. You equate KI’s easy execution with checkers, but chess has no execution barrier at all. It’s a mental game about analyzing your options. KI has many more decisions during combos for both the offensive and defensive player. It’s not about execution it’s about understanding your options.

Further, you (and many others) equate SFV’s conservative gameplay with high strategic depth, but it’s actually the reverse. SFV has many demonstrably “wrong” moves and only a few “correct” moves at any point in the neutral game. This very conservative fighting style funnels you to a very limited number of decisions. Because these “right” and “wrong” decisions are obtuse, they tend to emphasize the gap between experienced and inexperienced players. But that’s not actually strategic, it’s just lack of transparency. It’s like checkers but where you can’t see the board. There’s a very limited number of options at any point in time. SFV’s neutral game is much, much closer to the parameters of checkers because you have few real choices and usually only one that is optimal. This is doubly true in combo.

SFV is a great game (well, at least a good one) and I love that we have different game styles to choose from. But it’s just sloganeering to suggest that somehow any game not like SF is less thoughtful or strategic just because it’s different from SF.

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While my statement wouldn’t be apparent from what I had said, SFV feeling like chess and KI like checkers, I prefer ANY other game over SFV. I also find most games more fun and interesting than SF, third strike still holds as my favorite game to this day. I will apologize for how it sounded for me to say what I said, which I don’t mean offense by, but when I sit down and think about how I approach KI vs how I approach a match in SFV I calculate more in SFV than KI.

With KI you have any infinite number of combos you can do because that is how the combo system is built. But the way I see KI is that these combos break down into three things light, medium, heavy. All I need to know is which one is which, three things, you open me up in neutral and after that you have three choices. Not including tic throw setups as those aren’t necessarily combos. KI is faster, more interesting, but the difficulty curve in playing isn’t that extreme.

SFV is an easy game to learn as well, in neutral you don’t have a few buttons to utilize, but you do have a proper utilization for all six buttons, so I’d disagree with you on the “few correct” moves in SFV neutral or ANY fighting game neutral for that matter. You have buttons that are safe or not, but they all have a use, and any unsafe button is a good button given the proper placement. I call SFV chess because of the footsie game that I can play in that game, someone whiffs a move i can punish with a button that fits perhaps in a specific window that dodges that move but inserts my offensive option to keep me safe. KI has this, but both games handle neutral very differently. I don’t want KI to be SFV, if i wanted that I’d play SFV. I don’t like playing SFV as the execution is too simple, the design choices thus far have been weird to me, and I don’t forgive a game company so easily for botching a product as capcom did with SFV’s launch.

I guess in a better sense SFV is fencing for me. KI when you start a combo you can keep going you don’t have to worry about what will or won’t link into the next one, just worry about the opener>auto>linker>auto>ender format your combo is fine. SFV or just Street Fighter in general you have to be wary about the spacing of all of your moves, because they don’t necessarily combo in all situations.

I’m learning KOFXIV right now, and from my time thus far the game is very hit confirm heavy and neutral is weird for me. I’m trying to play it like I’ve been taught from other games where I have to link normals and end with a special. But KoF works in actuality in a way that KI works but much more linear. Linking the supers together are determined by the previous super etc. shortcuts can only be done if the special you did before was part of an input that the next special you want to do was. but you have to time it right to get the full combo, you can even switch to the next special early but at the cost of less damage for more resources. KI still guarantees a combo in almost the same fashion though but every move can link within the combo.

For me personally KI feels like checkers because I have the assist of the game’s combo system. Opener, tap a button, special, tap a button, special. That is how im thinking in a KI combo. SFV a lot of checking, space control, understanding position. KoF knowing which special links into another special. SFV is chess because not all the pieces move the same, but KI all the pieces move at a base level the same. An I don’t mean to say that in a negative way, I love this game, but I don’t think this game necessarily made me a better player on it’s own. SO perhaps KI is chinese checkers, the moves are simple but there is a complicated meta behind it to win.

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Wow. Way to bash someone’s opinion about the game. Starting to see a pattern forming with certain people on this forum.